UNITY3D – How to always draw a child mesh in front of its parent mesh

I need to display a gizmo type mesh at runtime and I always have to be in front of its target mesh. How do I get there?

URL rewrite – How to replace the registered taxonomy URL of the provider plugin in the child theme

In a provider plugin, I got this:

        register_taxonomy( 'listing-region', 'listing', array( 'rewrite' => false, 'hierarchical' => true, 'label' => __( 'Regions', 'bt_plugin' ), 'singular_name' => __( 'Region', 'bt_plugin' ), 'show_admin_column' => true ) );

To avoid locking the plugin update, I would like to overwrite the & # 39; rewrite & # 39; in the child theme to get this:

https://www.myexample.com/region/foo <=> https://www.myexample.com?listing-region=foo

How can I do this?

For now, I have tried this in functions.php:

function theme_child_custom_rewrite() {
    //Ensure the $wp_rewrite global is loaded
    global $wp_rewrite;
    //Call flush_rules() as a method of the $wp_rewrite object
    $wp_rewrite->flush_rules( false );
    add_rewrite_rule('^region/(.*?)$', 'index.php?listing-region=$matches(1)', 'top');
add_action('init','theme_child_custom_rewrite', 1000);

function listing_region_term_link( $post_link, $id = 0 ){
    $post = get_post($id);
    if ( is_object( $post ) ){
        $terms = wp_get_object_terms( $post->ID, 'course' );
        if( $terms ){
            return str_replace( '%listing-region%' , $terms(0)->slug , $post_link );
    return $post_link;
add_filter( 'term_link', 'listing_region_term_link', 1, 3 );

javascript – NODE Is it a bad practice to create a new Child Process.fork from an event close to the child process?

I have a long running node process that uses a single thread entirely, so I migrated some setInterval tasks to a node child process.

my child process is also long and handles things like database updates and data validation.

I am still in the process of implementing proper error handling in the child process and therefore I am closing the process on NetworkErrors or database errors and logging errors during generation.

Is it a bad practice to recursively recreate a child process from the close event manager?

const cp = require('child_process');

const setupErrorProcess = () => {
    let errorCheck = cp.fork('./childProcess/errorCheck.js', { stdio: 'pipe' });

    errorCheck.on('close', (data) => {
        setTimeout(() => {setupErrorProcess()}, 1000) //close event is emitted once

    errorCheck.on('message', (msg) => {
      console.log('Message from errorCheck', msg);
      //handle message here


If the Internet connection is lost, the child process will end and an exit event will be issued.

stored procedure using MYSQL in child tables with fk. can anyone help to create a stored procedure of inserting using mysql databases?

I have three tables. here are the tables with its column. i need to insert data using stored procedure using MYSQL in child tables with FK. Anyone who can help create a stored procedure of inserting using mysql databases?
Thank you

create an empIdentification table (empId int non null null key auto_increment, FirstName varchar (13), LastName varchar (14), DOB date, Gender char (1), Title varchar (18));

create table empaddress (Addtype varchar (14), number int, street varchar (19), Unit varchar (12), City varchar (13), State char (2), zipcode char (5), EmpId int, foreign key (EmpId ) refers to empIdentification (EmpId));

create an empeommunication table (varchar (12) comtype, varchar (15) value, preferred varchar (8), EmpId int, foreign key (EmpId) reference empIdentification (EmpId));

javascript – Start a child process from UWP with Electron.js

I am using Electron as the front end for my Win32 application and I want to call * .exe (back end) inside the UWP package.

The problem is: there is no way to use C # / MS VS in my project because I want to be cross-platform and use only JavaScript. i found FullTrustProcessLauncher who can do the job, but I have no idea how to use it in the Electron app.

What have I tried before:

  1. Add these lines to AppxManifest.xml


  1. I tried to wrap the app indoors asar archive then call via child_process.execFile – no chance.

How to remove the metabox from the child theme?

the site uses a custom theme and also has a custom metabox for the hero banner on each page. I would like to know how to remove the metabox from the child theme but which is still displayed in the parent theme?

c ++ – How to send a message from the child widget to the parent window in Qt?

How to send a message from a child widget to a parent window in qt?
I tried to send a signal from the child widget to the parent window in qt. When I call the function test in subwidget.cpp, the signal is sent but the mainwindow slot does not execute. How to send the message?




namespace Ui { class MainWindow; }

class MainWindow : public QMainWindow

       MainWindow(QWidget *parent = nullptr);
       void check_adb_exists();

       Ui::MainWindow *ui;
       QStackedWidget *stack;
       QPushButton *start_btn;
       SubWidget *f2;

   private slots:
       void StartApplication();
       void ReceiveCustomMessage(const QString &msg);

#endif // MAINWINDOW_H




namespace Ui {
class SubWidget;

class SubWidget : public QWidget

    explicit SubWidget(QWidget *parent);
    void test();

    Ui::SubWidget *ui;

    void SendCustomMessage(const QString& msg);

#endif // SUBWIDGET_H


#include "mainwindow.h"
#include "ui_mainwindow.h"
// #include 

MainWindow::MainWindow(QWidget *parent)
    : QMainWindow(parent)
    , ui(new Ui::MainWindow)
    stack = MainWindow::findChild("stackedWidget");
    start_btn = MainWindow::findChild("start_btn");
    f2 = new SubWidget(this);
    //auto f1 = new FormCustomNew(this);

    delete ui;

void MainWindow::StartApplication(){

void MainWindow::ReceiveCustomMessage(const QString &msg){
    qDebug("Recieved message from child");
    qDebug("Message: " + msg.toLatin1());

void MainWindow::check_adb_exists(){
    QProcess *p = new QProcess();
        auto data = p->readAllStandardOutput();
        qDebug("Stdout: " + data);
        auto data = p->readAllStandardError();
        qDebug("Error: " + data);
        if(data.toStdString().compare("File Not Found")){
            qDebug("File Not Found is the error");
    QStringList args;
    args << "/c dir C:\Users\%USERNAME%\AppData\Local\Android\Sdk";


#include "subwidget.h"
#include "ui_subwidget.h"

SubWidget::SubWidget(QWidget *parent) :
    ui(new Ui::SubWidget)
    qDebug("parent: " + parent->objectName().toLatin1());

    delete ui;

void SubWidget::test(){
    emit SendCustomMessage("trial message");

void SubWidget::SendCustomMessage(const QString &msg){
    qDebug("Sending Message: " + msg.toLatin1());

Katy Perry is pregnant with her first child with Orlando Bloom …

Katy Perry announced that she is expecting her first child in her brand new video released on Thursday ",Never worn white".


Katy Perry is pregnant. On Thursday, March 5, 2020, the 35-year-old singer revealed the good news in the video clip of her new song, "Never Worn White".

At the very end of the video, the future mother reveals her round belly under a white dress, hinting that the pregnancy is already well advanced.

unit – Incremental rotation of the child game object which is instantiated and adds a small distance to the parent object

I have an octagon shaped disc with eight voids / spotting points
I wish I could spawn eight game objects, gradually rotate and move outward for a larger radius.

Problem 1/2 Need to rotate cubes gradually
Game objects are instantiated into and associated with empty GameObjects

Problem 2/2 Need to add distance from the original position.
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public class DiskController : MonoBehaviour
public WaterPuzzelController waterPuzzCont;
public GameObject itemToSpawn;
public Transform disk;
public float rotAngle =45f;
private float stored =0;

(Range(.2f, -0.001f))
public float  dist;

(Range(0f, 1f))
public float scale;

public List spawnPoint = new List();
// Start is called before the first frame update
void Start()

    //foreach (GameObject go in spawnPoint)
    for (int i = 0; i < spawnPoint.Count; i++)

        Debug.Log("stored " + stored);
        GameObject go = spawnPoint(i);

        GameObject cube = Instantiate(itemToSpawn, new Vector3(0, 0, 0), Quaternion.Euler(0, 0, 180)); //flip cube right way

        cube.transform.parent = go.transform;
        cube.transform.position = go.transform.position;
        cube.transform.localScale = new Vector3(scale, scale, scale);

        Quaternion rot = go.transform.rotation * Quaternion.AngleAxis(0, new Vector3(0, stored, 0));
        //cube.transform.rotation = rot;

        //  cube.transform.localPosition = new Vector3(go.transform.localPosition.x, go.transform.localPosition.y, 0);

        //cube.transform.position = new Vector3(go.transform.localPosition.x +stored, go.transform.localPosition.y, 0);



help appreciated 🙂

ios – Shouldn't child objects know the parents when they are in views / view code?

As of iOS 6, Apple thought that Unwind Segues would be added to their layout / views. This means that, when you are on the 7th view of a stack, you can go back to any other. For those of you who are pure OO fans (like me), I cringe a bit. I creaked even more when I learned that it also works with pop-ups.

Why did a modal at the top of a stack know the Nth view before?

I'm a big fan of OO because when you stick to its principles, you don't get spaghetti. And once you have a complex set of modals shared between multiple navigation controllers, these sequences begin to cluster into a bunch of lines on your storyboard that don't improve navigation (compared to an Obj-oriented solution) , but take up space on your Storyboard.

If you change a parent view, you immediately stop the flow sequence and have to modify all the code that pointed to it, which is one of the same reasons why we avoid doing this in the code.

It made me cringe for a while, and I don't see any questions that raise that compared to the views.